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Do you Consider Flavor Text to be part of Raw?
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<blockquote data-quote="seregil" data-source="post: 6423038" data-attributes="member: 38425"><p>I am pro-fluff. What I mean by that can be well illustrated by the power cards of 4E: the fluff what a pure tacked-on afterthought. One of my main gripes about 4E what that it lacked flavour: it was all about numbers. The powers were interchangeable and mathematically equivalent, the flavour text had no importance or impact. For me, what killed 4E was the feeling that game balanced trumped everything and anything that could not be quantified was ignored. The rules were all about the math of combat and the Role playing portion was ignored to the point where I no longer bothered reading what the power did because it didn't matter in any way. Even the name of the power was irrelevant.</p><p></p><p>Short version: I had no emotional attachment to anything because, in the end, the rules were so detached from the role playing experience that I could have been playing Warhammer for all the difference it made.</p><p></p><p>Contrast that with 1e,2e and even, to a lesser extent, 3E: I used to read the spells for the FUN of it. The various Bigby's spell, the uniqueness of druid spells etc.</p><p></p><p>There is more to it that what can be quantified. Qualification is important. Yes, spells/abilities/powers need to be clear for game purposes, but the description NEEDS to be there, to engage my imagination. Otherwise, we're not playing a RPG, we're playing a complicated board game. Risk, with a lot of added rules.</p></blockquote><p></p>
[QUOTE="seregil, post: 6423038, member: 38425"] I am pro-fluff. What I mean by that can be well illustrated by the power cards of 4E: the fluff what a pure tacked-on afterthought. One of my main gripes about 4E what that it lacked flavour: it was all about numbers. The powers were interchangeable and mathematically equivalent, the flavour text had no importance or impact. For me, what killed 4E was the feeling that game balanced trumped everything and anything that could not be quantified was ignored. The rules were all about the math of combat and the Role playing portion was ignored to the point where I no longer bothered reading what the power did because it didn't matter in any way. Even the name of the power was irrelevant. Short version: I had no emotional attachment to anything because, in the end, the rules were so detached from the role playing experience that I could have been playing Warhammer for all the difference it made. Contrast that with 1e,2e and even, to a lesser extent, 3E: I used to read the spells for the FUN of it. The various Bigby's spell, the uniqueness of druid spells etc. There is more to it that what can be quantified. Qualification is important. Yes, spells/abilities/powers need to be clear for game purposes, but the description NEEDS to be there, to engage my imagination. Otherwise, we're not playing a RPG, we're playing a complicated board game. Risk, with a lot of added rules. [/QUOTE]
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